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  1. - Top - End - #1
    Dwarf in the Playground
     
    thisdude9001's Avatar

    Join Date
    Dec 2018
    Location
    Mystical land of Nebraska
    Gender
    Male

    Default Unfamiliar Familiars

    Just some neat ideas for some extra familiars, Feel free to add some of your own or simply suggest some ideas.
    Spoiler: Beast
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    Spoiler: Chicken
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    Tiny beast, NN
    Armor Class 10
    Hit Points 2 (1d4)
    Speed 30 ft.
    3 STR
    11 DEX
    12 CON
    2 INT
    12 WIS
    13 CHA

    Senses passive Perception 11
    Skills Perception +3, Acrobatics +3
    Challenge 0 (10 XP)
    Slow Fall: Ignore the first 30ft. of falling damage.
    High Jump: Chickens can jump up to 6 ft.
    Actions
    Beck. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage.


    Spoiler: Rabbit
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    Tiny beast, NN
    Armor Class 13
    Hit Points 2 (1d4)
    Speed 30 ft.
    3 STR
    16 DEX
    9 CON
    2 INT
    12 WIS
    5 CHA

    Senses passive Perception 11
    Skills Perception +3, Stealth +3
    Challenge 0 (10 XP)
    Swift: Rabbits that take the run action can travel 80 ft.


    Spoiler: Butterfly/Moth
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    Tiny beast, NN
    Armor Class 11
    Hit Points 1
    Speed 5 ft., fly 30 ft.
    1 (-5) STR
    13 (+1) DEX
    4 (-3) CON
    1 (-5) INT
    12 (+1) WIS
    7 (-2) CHA
    Senses Darkvision 60 Ft., passive Perception 11
    Challenge 0 (10 XP)


    Spoiler: Cockroach
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    Tiny beast, NN
    Armor Class 12
    Hit Points 1
    Speed 20 ft., climb 20 ft. fly 30ft.
    1 (-5) STR
    15 (+2) DEX
    14 (+2) CON
    1 (-5) INT
    11 (0) WIS
    2 (-5) CHA

    Senses Darkvision 30 Ft., passive Perception 9
    Challenge 0 (10 XP)


    Spoiler: Flying Squirrel
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    Tiny beast, NN
    Armor Class 12
    Hit Points 2 (1d4)
    Speed 20 ft., climb 20 ft.
    3 STR
    15 DEX
    8 CON
    1 INT
    12 WIS
    6 CHA

    Senses passive Perception 11
    Challenge 0 (10 XP)
    Slow dissent: Flying Squirrels have permanent Feather fall and can move 40ft. while falling.
    Actions
    Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage.



    Spoiler: Monstrosities
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    Spoiler: Tiny Mimic
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    Tiny Mimic


    Tiny monstrosity, NN
    Armor Class 12
    Hit Points 4 (1d4)
    Speed 30 ft.
    13 STR
    12 DEX
    12 CON
    8 INT
    12 WIS
    8 CHA

    Senses passive Perception 11
    Damage Immunities acid
    Condition Immunities prone
    Challenge 0 (10 XP)

    Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies

    False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

    Pseudopod. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d1) bludgeoning damage.


    Spoiler: Plants
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    Spoiler: Bowtruckles
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    Small plant creature from JKR's fantastic creatures and where to find them
    here

    Tiny plant, NN
    Armor Class 11
    Hit Points 1
    Speed 20 ft., climb 20 ft.
    1 (-5) STR
    12 (+1) DEX
    12 (+1) CON
    6 (-2) INT
    11 (0) WIS
    2 (-5) CHA

    Senses Darkvision 30 Ft., passive Perception 9
    Challenge 0 (10 XP)
    Actions
    False Appearance. While the bowtruckle remains motionless, it is indistinguishable from a normal twig.
    Slash. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.



    Spoiler: Pact of the Chain Familiars
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    Spoiler: Nifflers
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    Another Fantastic beast and where to find them beast wasnt sure what to call them so went with fey

    Niffler
    Tiny fey, Chaotic neutral
    Armor Class 11
    Hit Points 10 (3d4+3)
    Speed 30 ft., burrow 5 ft.
    6 (-2) STR
    12 (+1) DEX
    12 (+1) CON
    8 (-1) INT
    14 (+2) WIS
    8 (-1) CHA

    Senses Darkvision 30 Ft., passive Perception 12
    Challenge 0 (10 XP)
    Pouch: A niffler can store up to 100 pounds, similar to a bag of holding. (nifflers can go threw an extradimensional space without issue)
    Treasure Sense: A niffler can magically detect any object within 120 ft. radius of it self worth more then 20 gp
    Variant: Familiar. The niffler can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the niffler senses as long as they are within 1 mile of each other. While the niffler is within 10 feet of its companion, the companion shares the nifflers Treasure Sense trait. At any time and for any reason, the niffler can end its service as a familiar, ending the telepathic bond.

    Actions
    Slash. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d4) slashing damage.


    Spoiler: Spook
    Show

    Spook
    Small undead, any alignment
    Armor Class 11
    Hit Points 9 (2d4+3)
    Speed 0 ft., fly 40 ft. It can hover.
    STR 4 (-3)
    DEX 13 (+1)
    CON 10 (0)
    INT 10(0)
    WIS 12 (+1)
    CHA 17(+3)

    Damage Immunities cold, necrotic, poison
    Senses darkvision 60 ft.
    Languages any languages it knew in life
    Challenge 1 (200 XP)
    Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

    Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

    Ethereal Sight. The Spook can see 60 ft. into the Ethereal Plane when it is on the Material Plane.

    Incorporeal Movement. The Spook can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Variant: Familiar. The spook can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the spook's senses as long as they are within 1 mile of each other. While the spook is within 10 feet of its master, the master shares the spook's Ethereal Sight trait. At any time and for any reason, the spook can end its service as a familiar, ending the telepathic bond.


    Actions
    Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) necrotic damage.

    Etherealness. The Spook enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it canít affect or be affected by anything on the other plane.

    Horrifying Visage. Each non-undead creature of its choice within 30 ft. of the Spook that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a targetís saving throw is successful or the effect ends for it, the target is immune to this Spookís Horrifying Visage for the next 24 hours.


    Spoiler: Elementals
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    Spoiler: Air Elemental
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    Air Elemental
    Tiny Elemental, NN
    Armor Class 13
    Hit Points 10 (3d4+1)
    Speed 0 ft., Flying 30 ft. (hover)
    12 STR +1
    16 DEX +3
    12 CON +1
    3 INT -3
    10 WIS 0
    3 CHA -3

    Damage Resistances lightning, thunder
    Damage Immunities poison
    Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
    Senses Darkvision 30 passive Perception 10
    Challenge ? ( XP)

    Windy Blows. Whenever the Air Elemental hits a creature it can be pushed up to 5ft in any direction.

    Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage.

    Whirlwind (Once Per Long rest). Each creature within 5ft the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 7 (1d8 + 1) bludgeoning damage and is flung up 10 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d4) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
    If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

    Familiar. The air elemental can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the elemental senses as long as they are within 1 mile of each other. While the elemental is within 10 feet of its master, the master shares the elemental's Windy Blows trait.


    Spoiler: Earth Elemental
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    Earth Elemental
    Tiny Elemental, NN
    Armor Class 15
    Hit Points 12 (3d4+3)
    Speed 30 ft., Burrow 30 ft.
    14 STR +2
    8 DEX -1
    16 CON 3
    3 INT -3
    10 WIS 0
    3 CHA -3

    Damage Immunities poison
    Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
    Senses Darkvision 30 passive Perception 10
    Challenge ? ( XP)

    Extra Attack. If an Earth Elemental's master is at least 5th level the Earth Elemental gains an additional attack.

    Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage.

    Familiar. The earth elemental can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the elemental senses as long as they are within 1 mile of each other. While the elemental is within 10 feet of its master, the master shares the elemental's Extra Attack trait.

    Spoiler: Fire Elemental
    Show

    Fire Elemental
    Tiny Elemental, NN
    Armor Class 12
    Hit Points 10 (3d4+1)
    Speed 30 ft.
    10 STR +0
    14 DEX -2
    12 CON +1
    3 INT -3
    10 WIS 0
    3 CHA -3

    Damage Immunities fire, poison
    Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
    Senses Darkvision 30 passive Perception 10
    Challenge ? ( XP)

    Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d4) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d4) fire damage and catches fire, until someone takes an action to douse the fire, the creature takes 3 (1d4) fire damage at the start of each of its turns.

    Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) fire damage. If the target is a flammable object, it ignites. Until a creature takes an action to douse the fire, the object takes 3 (1d4) fire damage at the start of the elemental's turn.

    Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

    Familiar. The fire elemental can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the elemental senses as long as they are within 1 mile of each other. While the elemental is within 10 feet of its master, the master shares the elemental's Fire Form trait.

    Spoiler: Water Elemental
    Show


    Water Elemental
    Tiny Elemental, NN
    Armor Class 12
    Hit Points 10 (3d4+1)
    Speed 30 ft. Swim 90ft.
    14 STR +2
    12 DEX +1
    12 CON +1
    3 INT -3
    10 WIS 0
    3 CHA -3

    Damage Immunities acid
    Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
    Senses Darkvision 30 passive Perception 10
    Challenge ? ( XP)

    Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

    Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

    Whelm (Once Per Day). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 8 (1d8 + 2) bludgeoning damage. If it is Medium or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
    At the start of each of the elemental's turns, the target grappled by it takes 8 (1d6 + 2) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

    Familiar. The water elemental can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the elemental senses as long as they are within 1 mile of each other. While the elemental is within 10 feet of its master, the master shares the elemental's Water Form trait.




    More on the way
    Last edited by thisdude9001; 2019-10-25 at 09:56 AM.

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
    Aug 2017
    Location
    U.S.
    Gender
    Female

    Default Re: Simple beasts for Find Familiar

    Spoiler: title of spoiler
    Show
    [.Spoiler=title of spoiler.]contents of spoiler [./spoiler.] Remove the periods


    Let's see if this works. Also wouldn't mind seeing a flying squirrel? Maybe feather fall.
    Last edited by MagneticKitty; 2019-02-12 at 03:39 PM.

  3. - Top - End - #3
    Dwarf in the Playground
     
    thisdude9001's Avatar

    Join Date
    Dec 2018
    Location
    Mystical land of Nebraska
    Gender
    Male

    Default Re: Simple beasts for Find Familiar

    Quote Originally Posted by MagneticKitty View Post
    Spoiler: title of spoiler
    Show
    [.Spoiler=title of spoiler.]contents of spoiler [./spoiler.] Remove the periods


    Let's see if this works. Also wouldn't mind seeing a flying squirrel? Maybe feather fall.
    ^
    Thanks l
    added the flying squirrel
    Last edited by thisdude9001; 2019-02-13 at 09:24 AM.

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